* blindness rework - damaged eyes now simulate legal blindness * hEY THATS FOR DEMONSTRATION PURPOSES ONLY AAA * attributions * makes eyeclosecomponent adminbus compatible * useshader(null)
65 lines
2.4 KiB
C#
65 lines
2.4 KiB
C#
using Content.Shared.Examine;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Eye.Blinding.Systems;
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using Content.Shared.IdentityManagement;
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using Robust.Shared.Network;
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namespace Content.Shared.Traits.Assorted;
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/// <summary>
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/// This handles permanent blindness, both the examine and the actual effect.
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/// </summary>
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public sealed class PermanentBlindnessSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly BlindableSystem _blinding = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<PermanentBlindnessComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<PermanentBlindnessComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<PermanentBlindnessComponent, EyeDamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<PermanentBlindnessComponent, ExaminedEvent>(OnExamined);
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}
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private void OnExamined(Entity<PermanentBlindnessComponent> blindness, ref ExaminedEvent args)
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{
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if (args.IsInDetailsRange && !_net.IsClient)
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{
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args.PushMarkup(Loc.GetString("permanent-blindness-trait-examined", ("target", Identity.Entity(blindness, EntityManager))));
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}
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}
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private void OnShutdown(Entity<PermanentBlindnessComponent> blindness, ref ComponentShutdown args)
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{
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_blinding.UpdateIsBlind(blindness.Owner);
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}
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private void OnStartup(Entity<PermanentBlindnessComponent> blindness, ref ComponentStartup args)
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{
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if (!_entityManager.TryGetComponent<BlindableComponent>(blindness, out var blindable))
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return;
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var damageToDeal = (int) BlurryVisionComponent.MaxMagnitude - blindable.EyeDamage;
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if (damageToDeal <= 0)
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return;
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_blinding.AdjustEyeDamage(blindness.Owner, damageToDeal);
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}
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private void OnDamageChanged(Entity<PermanentBlindnessComponent> blindness, ref EyeDamageChangedEvent args)
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{
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if (args.Damage >= BlurryVisionComponent.MaxMagnitude)
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return;
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if (!_entityManager.TryGetComponent<BlindableComponent>(blindness, out var blindable))
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return;
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var damageRestoration = (int) BlurryVisionComponent.MaxMagnitude - args.Damage;
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_blinding.AdjustEyeDamage(blindness.Owner, damageRestoration);
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}
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}
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